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sawe Jun 16, 2020 @ 9:26am
Hex mage: tips I just found
Combinations of blood Sigil:
Mana Push: Blood bolt
Mana Ward: You take 1 damage per second for 60 seconds (dangerous!!!!), buff to damage(15%)
Conjure: Changes the circle and raises your corruption, needs more testing.

Do you know any others?
PD: Also bloodlust seems to actually recover your health, mana and stamina, not just the burnt one.

EDIT: If anyone finds this, here is the list of combos so far:
Blood bolt: Blood Sigil+Mana Push.
Blood Transfer: Blood Sigil+Mana Ward. Takes 1health/sec and gives it to other player or ghost. Increases Normal, frost and decay damage.(Can easily kill you)
Blood turret: Blood Sigil+Conjure, creates a turret that launches projectiles rapidly, for good DPS.
Blood leech: Blood Sigil+Dagger slash. Takes life from your victim and gives it to you for 120s.

If you use RUPTURE, try using a bone pistol + shatter bullet to aply 2 hexes at once, then detonate
Last edited by sawe; Jun 20, 2020 @ 5:31am
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Showing 1-15 of 33 comments
jschukken Jun 16, 2020 @ 1:03pm 
conjure turns the sigil into a turret
Hexton Jun 16, 2020 @ 1:35pm 
Originally posted by jschukken:
conjure turns the sigil into a turret

You joking? That sounds awesome if true. As long as the turret doesn't die in one hit...
PK_Thunder Jun 16, 2020 @ 4:31pm 
While we're on the subject of hex mage, has anyone figured out what Torment actually does? I have yet to pin down what actual effect this has in combat.
VideoJones Jun 16, 2020 @ 5:00pm 
Originally posted by PK_Thunder:
While we're on the subject of hex mage, has anyone figured out what Torment actually does? I have yet to pin down what actual effect this has in combat.
This is all I could find currently. "Torment is the second active ability that you can unlock. It's an AOE spell that triggers all hexes on nearby enemies for a related effect which probably means it's damage come from the elemental aspect of the hexes." This was from a reddit post a few days ago though so I imagine the person is just going off assumptions from the spell text.
Garfy Jun 16, 2020 @ 5:11pm 
Torment deals damage to any nearby enemies with a hex on them and then applies another status effect based on those hexes. If they have scorched (reduces fire damage they deal, and increases fire damage they take), then they get set on fire. Not sure what each of the status effects do but fire inflicts burn, chill inflicts movement slow and decay inflicts poison. No idea what ethereal and lightning hexes inflict.

Another thing is, if they have multiple hexes, it inflicts status effects for each of them and does more damage. It also does not remove hexes, so once enemies have a bunch of hexes stacked on them, you can use it when off cooldown to nuke them for damage.

It's not great and takes way too much effort to set up, but against really strong, single enemies it can be used to cripple them if you sit back and keep using Jinx.
PK_Thunder Jun 16, 2020 @ 5:11pm 
Originally posted by VideoJones:
Originally posted by PK_Thunder:
While we're on the subject of hex mage, has anyone figured out what Torment actually does? I have yet to pin down what actual effect this has in combat.
This is all I could find currently. "Torment is the second active ability that you can unlock. It's an AOE spell that triggers all hexes on nearby enemies for a related effect which probably means it's damage come from the elemental aspect of the hexes." This was from a reddit post a few days ago though so I imagine the person is just going off assumptions from the spell text.

See, I assumed it would do damage, but I've gone out of my way to stack hexes on things, and then pop Torment, and it doesn't seem to do anything.

I have yet to test Blood Sigil or Rupture, mostly because I haven't decided which one I want to pick yet.
VideoJones Jun 16, 2020 @ 5:17pm 
Originally posted by PK_Thunder:
Originally posted by VideoJones:
This is all I could find currently. "Torment is the second active ability that you can unlock. It's an AOE spell that triggers all hexes on nearby enemies for a related effect which probably means it's damage come from the elemental aspect of the hexes." This was from a reddit post a few days ago though so I imagine the person is just going off assumptions from the spell text.

See, I assumed it would do damage, but I've gone out of my way to stack hexes on things, and then pop Torment, and it doesn't seem to do anything.

I have yet to test Blood Sigil or Rupture, mostly because I haven't decided which one I want to pick yet.
Couldn't tell you then. I've played about ten minutes of the DLC so far as I'm waiting for some of the QoL mods to update.
PK_Thunder Jun 16, 2020 @ 5:21pm 
Originally posted by VideoJones:
Originally posted by PK_Thunder:

See, I assumed it would do damage, but I've gone out of my way to stack hexes on things, and then pop Torment, and it doesn't seem to do anything.

I have yet to test Blood Sigil or Rupture, mostly because I haven't decided which one I want to pick yet.
Couldn't tell you then. I've played about ten minutes of the DLC so far as I'm waiting for some of the QoL mods to update.

The guy above said it inflicts the respective status disorders of that element, burning for fire and so forth.

This would actually make sense to me. I'm going to try spamming Jinx on one of those big brown golems nearby the mana lake and see if I can get a confirmed effect.
PK_Thunder Jun 16, 2020 @ 5:56pm 
So... Torment does damage, just not a heck of a lot of it. I stacked four hexes on an enemy and I think it did around thirty damage.

Well, that one is off the hotbar, now to figure out if I'm going to try Blood Sigil or Rupture.
VideoJones Jun 16, 2020 @ 6:59pm 
Originally posted by PK_Thunder:
So... Torment does damage, just not a heck of a lot of it. I stacked four hexes on an enemy and I think it did around thirty damage.

Well, that one is off the hotbar, now to figure out if I'm going to try Blood Sigil or Rupture.
Thanks for testing, that's good to know. I'll most likely give it a miss when I get around to playing it.
Hexton Jun 16, 2020 @ 7:56pm 
Originally posted by PK_Thunder:
So... Torment does damage, just not a heck of a lot of it. I stacked four hexes on an enemy and I think it did around thirty damage.

Well, that one is off the hotbar, now to figure out if I'm going to try Blood Sigil or Rupture.

Thats a bummer if so weak. Maybe it will get tuned up a bit.
Buldor Jun 16, 2020 @ 7:58pm 
Been playing as hex mage and progressing into story with it at the moment.

The way it works is you use one of the specific touch hexes (not worth it) or jinx to apply a hex (debuff) - one for each element. When triggered, they will pop for damage and apply their effect.

Fire - Scorched 25% fire damage done reduced, 25% firedamage taken increased, burning 3 damage per second
Frost - Chil 25% frost damage done reduced, 25% frost damage taken increasedl, slow -25% movement speed
Ethereal - Haunted, 25% ethereal damage done reduced, 25% ethereal damage taken increased
Lightning - Doomed 25% lightning damage done reduced, 25% lightning damage taken increased
Decay - Cursed 25% decay damage done reduced, 25% decay damage taken increased, poisoned 1.5 damage per second

They hit for roughly a base of 25 I think. Which means 125 damage per Torment cast, +4.5 damage per second + 25% more damage from the second cast onwards.

This can be applied to multiple enemies and then popped. Jinx is ranged and doesn't initiate combat so you can safely cast it before entering.

Want to be quick? Just vast Jinx until you see the blue (chill). Then they'll never be able to catch you so you can jinx and torment spam until they die. Simples
PK_Thunder Jun 16, 2020 @ 8:26pm 
On further testing, using the Chersonese bandit population as my test subjects...

Jinx does not break stealth. That changes the game considerably. If you are crouched you can spam Jinx to stack the debuffs in safety. Half of the problem before had been trying to inflict the individual debuffs while busily dodging an already alerted enemy.

Additionally, I believe that I had tested incorrectly before. Torment, as far as I can tell, does several small elemental hits of damage, one hit per element OF THAT ELEMENT. Looking at some of my kills testing this on bandits, they didn't die instantly, but they lost HP really fast in chunks.

2 hexes is not enough to kill a basic bandit with Torment, but 3 is. This is across the board no matter which hex is applied, so I am pretty sure that each "related reaction" does the same amount of damage.

So if you try to use it on something that has high resistances or is immune to certain debuffs, the spell appears quite weak. I wager what I'd initially tested it on had high resistances or debuff immunity, since I was initially testing it on monsters in the Antique Plains and some of them are fairly robust.

I still don't think that Torment is an amazing spell, but it is certainly better than I'd initially realized.

Additionally, I still have no clue what the "related reaction" inflicted by ethereal and lightning are.

Rupture is next I believe, I will save Blood Sigil for my Sigil/Staff Mage playthrough, since most of the combined effect spells are the same and my current character is more of a gish.
sawe Jun 17, 2020 @ 12:18am 
Conjure does create a turret on your blood sigil, that launches fast projectiles at high rate of fire. The projectiles are weak and don't have impact, but they fire so fast the dps is quite strong
Buldor Jun 17, 2020 @ 1:13am 
Originally posted by PK_Thunder:
On further testing, using the Chersonese bandit population as my test subjects...

Jinx does not break stealth. That changes the game considerably. If you are crouched you can spam Jinx to stack the debuffs in safety. Half of the problem before had been trying to inflict the individual debuffs while busily dodging an already alerted enemy.

Additionally, I believe that I had tested incorrectly before. Torment, as far as I can tell, does several small elemental hits of damage, one hit per element OF THAT ELEMENT. Looking at some of my kills testing this on bandits, they didn't die instantly, but they lost HP really fast in chunks.

2 hexes is not enough to kill a basic bandit with Torment, but 3 is. This is across the board no matter which hex is applied, so I am pretty sure that each "related reaction" does the same amount of damage.

So if you try to use it on something that has high resistances or is immune to certain debuffs, the spell appears quite weak. I wager what I'd initially tested it on had high resistances or debuff immunity, since I was initially testing it on monsters in the Antique Plains and some of them are fairly robust.

I still don't think that Torment is an amazing spell, but it is certainly better than I'd initially realized.

Additionally, I still have no clue what the "related reaction" inflicted by ethereal and lightning are.

Rupture is next I believe, I will save Blood Sigil for my Sigil/Staff Mage playthrough, since most of the combined effect spells are the same and my current character is more of a gish.


Literally look above to my own post. Already says what you deduced, and more about the element effects.
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Date Posted: Jun 16, 2020 @ 9:26am
Posts: 33